Player-created game movies have been an outlet for creative expression
by World of Warcraft (WoW) players since the
beta version of the game. Considering this game’s relatively short
life and the aesthetic and technical constraints posed by movie-making in
massively-multiplayer online (MMO) games, the proliferation of players,
clans, websites, and community forums for creating, consuming and commenting
on WoW movies is remarkable. This linkage between multiplayer game
communities and the making of animated movies is not unprecedented. It has
been a characteristic of machinima for more than a decade. In this paper,
however, I hope to show that the context, content, and consumption of game
movies based on massively multiplayer games raises new questions about the
contributions that game-based performances make to player communities. [1]
First, I will connect the brief history of WoW movies to the roughly
decade-long history of machinima and other forms of game movies; second,
I will illustrate the variety of impulses behind WoW movies through
three quickly recounted examples; and finally, I will gather together a
few salient themes by concentrating on one movie in particular: Tristan
Pope’s “Not Just Another Love Story.” Throughout, I am
less concerned with an aesthetic evaluation of these movie projects than
with the aspects of World of Warcraft as social space, player community,
performance technology, and intellectual property that have given WoW
game movies their particular significance.
World of Warcraft Movies
"I've like known people and stuff that have had like … y'know,
like … like jobs and stuff like that. They wake up in the morning
and they watch like CNN replays and stuff. I just don't really like that
cause I think that's kinda fake, right? Like on CNN it's kinda like what
the journalist thought happened, right? You watch a replay on CnCreplays
and that's like what really happened, right?"
- Jeremy, in “Pure Pwnage,” Episode 1
"With the advent of World of Warcraft, the internet has been flooded
with movies made using the game."
- An Australian teenager on the Oz Chronicles blog (11 Sept. 2005)
Players of competitive, multiplayer games have proven to be the ultimate
media fans. They are certainly “consumers who also produce”
and “spectators who also participate.” [2]
The connection of machinima to 3-D first-person shooter (FPS) games or
of the replay scene to real-time strategy (RTS) games provide two important
examples. While it is not customary to think of World of Warcraft
as a competitive game, the cultural economy of the Warcraft series of
RTS games has carried forward to WoW movies, particularly in
the production of gameplay and PvP (player vs. player) movies. [2a]
As I have argued elsewhere, Warcraft became the basis for a virtual community
of players and fans built on the foundation of competitive play as a mode
of performance. E-sports fans are spectators who play the game. This important
distinction vis-à-vis, say, the majority of professional sports
fans helps to explain the crucial role that the sharing of recorded replays
of completed games has played as a media object in these communities.
In a game that separates players from spectators, a non-player is not
interested in watching a replay lacking the dramatic tension of an unknown
outcome; players and coaches, on the other hand, watch them incessantly
as a means for bringing detached analysis to bear on the improvement of
their own skills and strategies.
The role of replays has been recognized throughout the development history
of strategy and first-person shooter games, beginning with Dani Bunten
Berry’s Modem Wars (1988). It included a feature that allowed
players to store data from which replays or “game film,” as
she called it, could be recorded and shared. Berry was amazed at "how
people used this opportunity the game films offered to rationalize their
loss and to create stories out of the intense and ephemeral experience
of the battle.” Game film was included in both Command HQ
(1990) and Global Conquest (1992). [3] Berry
conceived of real-time gameplay as competitive player performance and
clearly recognized the potential for building spectatorship around play-based
narratives. By the mid-1990s, competition in computer games meant networked
play, first via peer-to-peer Local Area Network connections as in DOOM,
then client-server technology and the Internet. By 1995, support for networked,
competitive games was snowballing.
So it was with Warcraft II and III. Network support
made it possible to play with others and to watch others play. As Berry's
vision of turning strategy gaming into a space for spectatorship and performance
had predicted, players documented their prowess by recording movies for
other players. Demo movies, spectator modes, machinima and game-based
reputations of "worthy gamers" (id Software) were quickly associated
with first-person action games such as DOOM (1993) and Quake
(1996). [4] The publication of Warcraft II: Tides
of Darkness and Command & Conquer within months of each
other in 1994 fueled similar impulses. The growth of virtual communities
of RTS players was served by matching services such as Kali that spoofed
LAN connections over the Internet and Blizzard’s licensed of Warcraft
to commercial networks such as TEN (Totel Entertainment Network), Mpath
and Engage Games Online.
The growth of the Warcraft player community accelerated with
the release of Warcraft III: Reign of Chaos in 2002. The gaming
press devoted much attention to issues ranging from its 3-D environment
and camera control to new in-game races and a "real-time roleplaying"
element, but K. Tam, the editor of an FAQ devoted to Warcraft II,
summarized what the player community probably expected: "Of course
the most famous and most played part will be the multiplayer function."
(Tam, 2003) Competition, rather than the story-driven single-player game,
became the basis for player discussion, commentary, and performance. In
Warcraft III, built-in spectator modes and replay capture, websites
for distributing replays and VODs, reports and interviews from tournaments
such as the World Cyber Games, and shoutcast commentaries of games fostered
a player-spectator relationship around competitive game performance. Player,
replay, game news, and replay sites proliferated, building a huge community
database of multiplayer tips, star players, advice on “micro”
(micro-management of units) and “strats” (strategies), fee-based
play training, and reports of league or championship competitions. Berry
had predicted that game replay movies would make legends out of performances;
Tam’s Warcraft III FAQ specified how replays made reputations:
"You can transfer your replay files, so you can trade them with other
players. This can also be useful in distributing champion or particularly
skilled player's games, or to catch cheaters as well."
[5]
As the very existence of a game called World of Warcraft suggests,
the story world in which the Warcraft series takes place has
been important to its players. And yet, in contrast to the emergence of
machinima from the demo movies, recams, and speedruns of first-person
shooters, real-time strategy games have produced relatively few game-based
movies. [6] Machinima sites such as machinima.com
and the Machinima Archives offer not one single movie based on Warcraft
III, for example. It would be lovely to speculate about the differences
in cultures of game modification, technology, character identification,
and visual perspective that have separated RTS games from other genres
as platforms for game-based movies. But my topic today is the emergence
of MMO-based movie-making in World of Warcraft and their relationship
to the replay culture of Warcraft III and other RTS games. We
will see that the initial impulse behind these projects owes as much to
this culture as it does to the established tradition of machinima.
Promotional videos and “sneak peeks” based on The World of Warcraft had been prepared for the Electronic Entertainment Exposition
and distributed via the web since 2002. However, it takes players to make
movie files based on authentic game play. The first sites to distribute
player-created movies launched while the game was still in its beta release.
Warcraftmovies.com, the best known of these sites, was in operation by
early October, 2004. Its avowed purpose was to offer "every single
World of Warcraft movie that has been released." To put this date
into perspective, consider that the first "stress test" of this
game had occurred but a month earlier; the release of an open beta version
of the game would not occur until the end of October. These events made
possible the growth of a significant player community before the first
official launch of the game in the United States, but even so, the movie
site launched as the early expansion of this community was only just underway.
The moderator of the site, located in Sweden, had himself not yet acquired
a beta account.
Despite these limitations, on October 9th Warcraftmovies.com offered
59 movies with an average run-time of over 20 minutes and average file-size
of 134MB; nearly 22000 downloads were recorded in just over a week after
opening, well over 2000 per day. [7] This first batch
of movies could be browsed via categories derived primarily from types
of play and players: character class and category (PvP, PvE, and "other")
in the former case, and language and geographic location in the latter.
The firm emphasis on gameplay reveals much about the origins of WoW
movies. While the game was still in beta, before it had become massively
successful, much of the curiosity and anticipation concerning World
of Warcraft came from the already established virtual communities
created around Blizzard's competitive RTS titles, particularly Warcraft
III. Moreover, these players were comfortable with leaving the storytelling
and to Blizzard and situating it in the realm of promotional motives and
the single-player campaign format perfected in Starcraft and
the Warcraft series. [8]
By mid-September 2005, Warcraftmovies.com had gathered together roughly
3,500 WoW movies, about 250GB and over 400 hours of content;
other sites such as IGN’s World of Warcraft Vault, XFire,
and Fileplanet offered hundreds of movies. A specific interplay of technical
mastery, gameplay, and storytelling such as was characteristic of early
Quake movies is not particularly evident in this huge collection of projects.
The thousands of WoW movies offered today on Warcraftmovies.com
has been divided according to categories that reflect the separation of
audience interests. This website claims to have supported about 18 million
downloads in its first year of existence, an average of nearly 52,000
per day. Even with the vast expansion of the audience for these movies,
about 30 percent are in the PvP category, with PvE and instance runs following
distantly in popularity. Less than 10 percent have been put in the category
of “story-line” movies, that is, attempts to present linear
narratives through the recording and editing of in-game performances roughly
akin to machinima. Related diversions from game replays include dance
movies and music videos set to WoW footage, and the ubiquitous
“other” category with documentation of in-game activities
such as the “naked gnome” protest of 29 January 2005. What
was hot, according to the website? A PvP movie devoted to the rogue class
that, despite being a 352MB file download, is attracting nearly 10,000
downloads per day, almost 200, 000 in all since first being added to the
collection. [9] Yet the “What’s Hot”
list as of 15 September 2005 included examples from nearly every other
format of movie in the classification scheme: PvP, PvE, Instances, Story-Line,
and so on, an indication of the diversity of WoW-based movies
and of the community’s interests both as spectators and players.
It is time to look more closely at three movie-makers – JuniorX,
Daddar, and Pals for Life – as a thread taking us through these
many projects.
JuniorX
“I am not in beta, so for me, all the JuniorX movies are great for
learning how the classes start out. Thanks for such a great job!”
– Post by Cyrus Rex in the JuniorX, “Dwarf Hunter Movie” forum, retrieved Nov. 2004 from http://warcraftmovies.com/movieview.php?id=19.
A player known as JuniorX made the first WoW movies to be widely
distributed. These movies recalled the replay scene popular among players
of Starcraft and Warcraft III, and their popularity
was no doubt due in part to this element of continuity in the new player
base for WoW. His videos also evoked the use of demo movies for
skill training associated with DOOM and Quake. When
released in 1993, DOOM included the feature of allowing players
to record “demos” of their gameplay; viewers watched these
movies to learn superior play tactics by seeing games (literally) through
the eyes of better players. BahdKo, a veteran of the DOOM demo
scene has pointed out that the “use of demos for their educational
value has been going on since almost the beginning.” Demonstrations
of skill by admired players such as NoSkill, XoLeRaS, and Smight circulated
widely. In a typical use of these movies, “a new player who wants
to get better requests that a game with a higher-skilled player be recorded,
and then the new player watches the demo (where presumably he lost) from
the higher-skilled player's point of view, hoping to learn ways to improve
his own skill. Such a player is then able to plainly compare his own movement,
aim, and possibly strategic ideas with those of the higher-skilled player,
enabling him to practice on his own in order to improve or otherwise attempt
to adjust his own performance.” [10] Programs
such as the DOOM Honorific Titles, based on Uwe Girlich’s Little
Movie Processing Center (LMP), showed how recording with an authentication
mechanism could become a technology for proving that players were as good
as they claimed. [11] DOOM’s multiplayer
deathmatch thus promoted documented gameplay as the basis for a performer-spectator
relationship.
In 1995, just as Quake was about to introduce client-server networking
to the first-person action game, Blizzard hired Mike O’Brian to
construct its own multiplayer platform, Battle.net. Launched in early
1997, it had already hosted millions of Diablo and Starcraft games when
the battle.net edition brought Warcraft II onto the system for on-line,
networked play. Tournaments and a laddered ranking system, matchmaking
of players for pickup team games, team vs. team skirmishes, and other
ways to play against other players online were offered for Starcraft initially,
then for Warcraft II players. Player-created software tools such as War2BNE
captured replays of battle.net games. Warcraft III players expected multiplayer
competition to be the primary mode of play, and Blizzard agreed, attributing
much of the popularity of its games "to their play over Battle.net."
(Roper 2000, p. 56). In Warcraft III, built-in spectator modes and replay
saves, websites for distributing replays and VODs, and shoutcast commentaries
of games fostered a player-spectator relationship around competitive game
performance. Player, game news, strategy and replay websites proliferated,
building a huge community database of multiplayer tips, star players,
advice on micro and strats, fee-based play training, and reports of league
or championship competitions. Berry had predicted years earlier that game
replay movies would make legends out of player performances; Warcraft
III players realized this vision.
In July 2003, JuniorX founded the United Canadian Alliance (UCA) as a
Warcraft III clan; a year later it had morphed into a World
of Warcraft guild during beta testing. Like Quake-based
machinima, many WoW movies would be closely associated with clans.
UCA became a visible guild, partly because its vigilant opposition to
player styles such as backstabbing drew it into public, inter-guild disputes.
[12] JuniorX’s movies both instructed players
new to the game and introduced potential players to it by showing its
pace, user interface, visuals, challenges and tactics through lengthy
recordings of his gameplay. These movies functioned as leveling tutorials
for players joining the beta test, offering unadorned actions starting
with initial menu selections in character creation, supplemented only
by occasional post-recording text notes added to comment on points of
tactics, interface quirks or patch changes and bugs. It is clear from
comments on JuniorX’s movies in discussion forums that many of his
spectators had not yet played World of Warcraft. Yet it is safe
to say that many were avid Warcraft players who, like Jeremy
in the Pure Pwnage series, were used to the stark reality television of
RTS replays. Despite lengthy download times and lack of personal experience
with the game, they eagerly consumed these movies. His movie on the hunter
class, for example, which came out in late August, showed every moment
in the career of a dwarf character up to level 10 in the game; more than
an hour long and claiming nearly 400MB of storage space, it was nonetheless
downloaded more than 11,000 times from the warcraftmovies site alone.
WoW movies made during beta testing of the game generally did not stray
far from the replay format perfected by JuniorX. Yet, they pointed forward
to different kinds of projects in two more important ways. In the first
instance, JuniorX’s Dwarf Hunter, Orc Warlock and other popular
PvE movies deliberately followed the narrative arc of character development.
Recorded gameplay could be followed as player biography, easing players
from the mindset of competitive RTS games through the familiar settings
of the Warcraft narrative arc and onward into a role-playing game set
in the persistent, social and virtual World of Warcraft.
Even if replay-based tutorials might be read as chronicles of character
development, JuniorX explored a second path towards the game movie as
an entertainment form. Like many other players to follow, JuniorX recognized
an opportunity to perform in a different way, through the sheer joy of
performance rather than mastery of gameplay. His “Dancemovie”
and “Dancemovie 2” combined the discovery of dance movements
built into the game as animated “emotes,” the presence of
other players as co-performers or spectators, and the showcasing of neat
tricks and exploits. For example, at some point he realized that it was
possible to activate dance movements during combat (a fleeting “feature”
eliminated later in the betatest), and he used his dance movies to show
showed off such discoveries. JuniorX accomplished this in “Dancemovie”
by putting together dance and combat scenes set to the music of MC Hammer,
whose own dance style had inspired the particular dance animation of Orc
characters in the game, such as JuniorX’s own featured in the video.
His sly mixing of party and gameplay became one of the first WoW
movie hits, partly explaining why the “dance/music” category
became an early staple of the game’s movie scene. Player after player
remediated MTV music videos through play set to music, paying particular
attention to matching lyrics and images, synchronization of character
movements to soundtracks, and elaborate choreography of players. “Machinima
music videos” have also been made in other games, from Soul
Caliber to Battlefield 1942. [13] For
the WoW player community, their novelty value dovetailed with
practices of replay spectatorship as a means for teaching WoW
players how to perform for each other in a virtual world.
The Ironforge Bank Robbery
"Hunting is inherently, not metaphorically, theatrical/dramatic.
A script is necessary in order to develop strategies that culminate in
a climactic attack-event …"
- Richard Schechner, Performance Theory 2d ed. (London and New York: Routledge,
1988): 104.
“How do you think he does it?
(I don't know)
What makes him so good?”
- The Who, “Pinball Wizard,” from Tommy (1969)
A ghostly figure approaches the bank in the mighty Dwarven stronghold
of Ironforge, perhaps the most densely populated location in the virtual
Azeroth of The World of Warcraft. Invisible to the population of humans,
dwarves and elves, the stealthy thief walks with determination into the
bank and positions himself behind a teller named Soleil Stonemantle, poised
to attack. Without warning, the thief strikes, slaying the bank employee
effortlessly and then fending off the determined assaults of guards positioned
in the building. After failing in his first attempt, the outlaw returns
and finishes the job. He slays all the vault employees and evades their
defenders while under the watchful eyes of numerous citizens of the Alliance
who have gathered to gaze upon his exploits. When it is time to escape,
the rogue sneaks out, jumps on his horse, and rides away. Set to raucous,
throbbing music, this dramatic in-game exploit by Daddar, a member of
the Goon Squad clan on the Mal’Ganis server, was recorded in mid-January
2005. He provided links to download locations via the game’s community
forums, and within a few days word of his movie had spread like a virus
through the WoW community, with hundreds of posts on the official community
site and other forums. To date, it has been downloaded more than 85,000
times on the Warcraftmovies site alone.
As a dramatic and sinister deed, Daddar’s massacre of the Ironforge
bankers ranks with the assassination of Lord British by the thief Rainz
during the beta of Ultima Online, a similar feat of slaying someone who
had been viewed until then as invincible. Firmly in the tradition of PvP
replays, Daddar’s video also demonstrated the arrival of WoW
movies as a central focus of the game and fan culture growing up around
the game, by then clearly destined to set new standards for massively
multiplayer roleplaying games in terms of both sales and popularity. One
player summarized a sentiment echoed hundreds of times in forums and discussion
boards, “A level 60 rogue from the Goon Squad snuck
into the Ironforge bank a number of times and assassinated
the bankers. Except for the first time, he made it out alive on the other
attempts. I thought the video was cool as Hell. It's the little cool things
like this that make the game worth playing.” [14]
Other players were inspired by the movie to create similar Undead Rogue
characters: “Very awesome!!! Rogue is my favorite class and now
i'm 100% sure to play Undead Rogue in retail.. gotta love that epic mount
as well ... beautiful!!” or “Never imagined it would be this
cool, actually... Makes me wanna go rogue for retail.” [15]
While disconnected from the performances of technical mastery characteristic
of other virtual communities, Daddar’s movie is reminiscent of the
significance of exploits, some taken to the edge of criminal behavior,
for hacker clans and in multiplayer games such as Diablo. [16]
At the same time, while the visual flow, music and homage paid to stock
cinema scenes such as the getaway could be appreciated in a general sense
by almost anyone, full appreciation of Daddar’s daring deed required
inside knowledge of the game, as evidenced by discussion in the player
community of the weapons and abilities used, or whether one should be
impressed by the degree of skill actually required to defeat non-player
characters of a much lower level than his. Players imitated the feat,
testing out and comparing their own skills against this now legendary,
if shadowy figure become part of the player community’s shared history.
Through these discussion threads and commentary, the spectacle of Daddar’s
video gradually mutated into a thoroughly documented moment from the history
of a virtual world, not the fictional world of Azeroth, but its player-created
counterpart.
Pals for Life & Leeroy Jenkins
“Leeroy. n.
1: One who does not grasp the concept of caution.
2: One whose success is based purely off relentless aggression and pure
luck.
3: One who likes chicken.
4: One whose battle cry consists of their own name.”
- Urban Dictionary
If there is one icon of the WoW player, one movie from the game
that everyone has seen, it is without a doubt “Leeroy Jenkins.”
It has been popular enough to leave traces throughout web-based popular
culture and virtual media, from viral video sites to a storefront with
Leeroy merchandise at cafepress.com, even in sly references found in comics
and other computer games. [17] Created in May 2005
by the notoriously quirky Pals for Life guild on the Bloodhoof server,
it has since been downloaded more than a million times on the Warcraftmovies
site alone, while also being distributed via Fileplanet, Gamespot’s
DLX service, Xfire, ifilm and other video servers. The video begins as
Leeroy’s guild-mates prepare for a run at the Rookery Room. Leeroy’s
in-game character avatar sits off to the side in a manner that suggests
that he is not paying attention, most likely “away from keyboard”
(AFK). This run is hardly easy pickings; it is part of a difficult raid
set in the Upper Black Rock Spire instance that leads eventually to the
legendary Onyxia quest, a dragon so challenging that movies are routinely
made to document the prowess of the guilds that have defeated it. As the
other Pals for Life players ponder strategy and carefully calculate their
odds for success, Leeroy suddenly wakens from his stupor and recklessly
charges into the Rookery, screaming his name as a war cry. Caught off-guard,
the party dashes in to help Leeroy, but is quickly and mercilessly massacred.
Berated by his guild-mates for his impossibly incompetent performance,
Leeroy reveals the reason for his lack of attention, “at least I
have chicken.”
In short, Leeroy Jenkins is the anti-Daddar. And yet, the sheer incompetence
of his gameplay requires the viewer to grasp intricacies of the game such
as the location, enemies, and strategies cited. Despite the popularity
of the movie and its success in breaking out beyond the World of Warcraft community, it is difficult for non-players to grasp this situation beyond
the absurdity of Leeroy’s witless charge. As with Daddar’s
exploit, the player community has largely focused on issues of authenticity
in “Leeroy Jenkins”, debating whether the incident was a genuine
failure or merely staged by Pals for Life for the video recording. As
a performance, “Leeroy Jenkins” comments on a moment –
death by incompetent playing partner – experienced by players of
almost any multiplayer game. Whether or not this particular failure happened
or not is irrelevant. It thus overcomes the specificity of gameplay through
an interplay of images and dialog that creates a more general reference,
a comedy of spectacular failure—in short, an anti-replay. Other
Pals for Life movies, such as the mock battle in “Anfrony vs. the
Giant Baile” and the marvelous “sky cam” shots in “Freefalling,”
also occupy this liminal space between documented gameplay and fictional
performance, mixing gimmicky characters and actions with an emphasis on
exploits and use of musical accompaniment familiar from dozens of other
movies. The validity of “Leeroy Jenkins” draws in a conventionally
theatrical way upon the universality of what is depicted, rather than
its specific truth; like Daddar’s movie it suggests how game-based
performance can tell stories based on the shared culture of player experiences,
but also suggests how such movies can circulate beyond the player community.
Tristan Pope’s “Not Just Another Love Story”
“I only executed what the pixels in WoW suggest …”
- Tristan Pope, Crafting Worlds website
Paul Marino of the Academy of Machinima Arts and Sciences has defined
machinima as "animated filmmaking within a real-time virtual 3D environment."
Nothing in this definition requires modification of a game's artistic
assets or the creation of new artwork, or any particular approach to narrative
or movie-making. In his guide to The Art of Machinima, Marino
describes 3D game technology as the "interactive space" within
which the machinima filmmaker operates, rather than as a realm of technology
that he must master. [18] Little attention has been
given to the potential for creative conflict beneath the surface of the
relationship between machinima and game developers. Nearly a decade after
the first Quake movies, "mature" machinima working with established
tools and accessible game technology such as offered by 3-D first-person
shooter games can side-step this issue to some extent by modifying or
creating new intellectual property for their productions. The game engine
really does remain "under the hood;" in the case of projects
such as Fountainhead Entertainment's "Anna," viewers hardly
notice that they are made with game technology. Machinima artists working
within the server-based environments of massively multiplayer games do
not have the same freedom in divorcing the characters and images of their
works from game assets and intellectual property (I.P.). Moreover, MMO-based
movies are created within a social as well as an interactive environment.
The creators of WoW movies find that their work is constrained
by technical limitations and complicated by the social dynamics of the
game communities.
Tristan Pope's "Not Just Another Love Story" provides a case
study of the issues faced by machinima artists who seek to sharpen the
edges of MMO-based “story-line” movies. A theater student
from the City College of New York and co-founder of the Raiders of Goldshire
clan on the Lightning’s Blade server, Pope released his first WoW
movie, "I Surrender," near the end of the beta period. Completed
after playing WoW for only three days, he was inspired by other
beta period dance and party movies available around that time, such as
Jace’s “Jace in the World of Warcraft” and
probably Masse’s “Stress Test Party”. [19]
He created the Crafting Worlds website to facilitate the distribution
of his projects to the WoW community. With each of his movies
from "I Surrender," released in November 2004, through "Onyxia
Eliminated," completed in April 2005, he worked through remediations
of various movie and even game replay formats, such as the music video,
sketch comedy, and guild demo. In April, he coyly introduced a more ambitious
project, "Not Just Another Love Story”:
"I want to give you a full description of this movie, but that would
ruin the surprise.
I'll give you a hint: I only executed what the pixels in WoW suggest …
And it has something to do with something that was removed in patch 1.3.
Ok, that's all you get!" [20]
Beginning with the disclaimer that “this movie contains material
that may not be suitable for all ages,” Pope tells a Romeo-and-Juliet
story, but with a game-specific twist. It sets up the story by showing
his Troll Rogue character, Tristanmon, heading off to work in the desert
and settling into another day of creature kills. In the middle of combat,
he falls head over heals in love with a human female who can match him
kill for kill. Alliance and Horde characters do not mix in this world,
but despite such taboos, they become engaged and marry. Pope uses editing,
character positioning, and carefully chosen camera angles to depict the
pair consummating their love in various ways. The highlight of Pope’s
movie is a spectacular rave during which the Troll emerges from his shell
and is fully transformed by love into a wildly dancing party animal. The
masterfully choreographed series of scenes would not have been possible
without dozens of player-actors, choreographed actions and spell effects,
cleverly chosen locations, and immense pre-production planning. In a stunning
reversal, the troll’s new life is shattered after the party by the
death of his spouse in combat, but his luck holds out when she is resurrected
by an equally attractive human female, thus providing the basis for this
threesome to live happily ever after.
This plot summary of “Just Another Love Story” fails to reveal
how Pope purposefully sharpened the narrative edge of game-based performance
to give voice to the player community, a crucial characteristic of meaningful
fan-created content. [21] The content, visual tactics
and subsequent audience reaction to the video activated several neuralgic
points for the participatory culture of WoW moviemaking. The
story provoked attention to issues of creative ownership of the story
world. Since the first Warcraft game, subtitled “Orcs vs.
Humans,” the narrative momentum pushing forward the single-player
campaign was faction and racial hatred. While the opposed races and their
relative moral elevation could be remixed from version to version of the
game (such as the focus on the reawakened nobility in the Orcs of Warcraft
III), the role of relentless and unremitting conflict in shaping the history
of the fictive world remained constant and fundamental. As players descended
from the strategic perspective of the RTS games to play on the ground
in World of Warcraft, they discovered that these conflicts had
been built into their characters. This fundamental fact of Warcraft
life translated into the inability of Horde and Alliance characters to
communicate directly in-game through language. Chat was impossible, and
shouted speech was rendered as unintelligible gibberish; the game software
even recognized and filtered out subversive attempts to communicate by
embedding text in descriptive gestures, known as “emotes”.
Beginning in the beta version of the game, players discovered that the
language of computing and game culture provided the key for unlocking
a system of universal speech. Just as an earlier generation of hackers
and gamers had used it to circumvent mail and bulletin board language
controls, they found that it was possible to bypass Blizzard’s text
filters by embedding the number- and special character-based misspellings
of “1337 speak” (“leetspeak,” or elite speak)
in emotes, making it possible for, say, trolls to speak with their human
enemies. This was a clear transgression of Blizzard’s control of
the relationship between gameplay and story world, so in the 1.3 patch
of the game the development team announced that henceforth “numbers
and punctuation will not be passed through chat communication to members
of the opposing faction.” [22] In the context
of this assertion of Blizzard’s control, Pope’s depiction
of the marriage of Troll and Human characters, as well as the massive
collaboration of Horde and Alliance players evident in the movie itself,
represented an alternative vision of the game world favored by some players.
In the movie, Pope directed a final comment to Blizzard after the credits
had wound down and the waning notes of The Darkness’ “I Believe
in a Thing Called Love” had faded away: “Even without leet
speak you cannot take away our love!” The mature content creatively
constructed through character positions and camera angles in the video
intensified this point, but it also sharpened the ensuing controversy.
Machinima based on massively multiplayer games are inherently constrained
by lack of access to the artistic assets of the game, in sharp contrast
to readily modified games such as first-person shooters. But an often
overlooked implication of this restriction is, as Pope argued with a wink,
that he had merely showed “what WoW’s pixels imply
?.” Even sexual imagery, therefore, was nothing more than a rearrangement
of what Blizzard’s artists had drawn, or more accurately, what its
game engine generated during gameplay. Rather than asserting his right
to subvert the game’s content, Pope turned this argument on its
head by reasoning that he had in fact created nothing.
Blizzard, ever eager to support the player community, has sponsored WoW
events such screenshot and stunt competitions. Community managers encourage
announcements about new game movies in official WoW forums, allowing
creators to provide links to facilitate downloading of video files. Initially,
Pope was allowed to post such a link, but within two days the volume of
complaints, flames, and counter-flames about “adult” scenes
in “Not Just Another Love Story” caused Blizzard to cite the
user agreement concerning language or images that are “pornographic
in nature” and lock the discussion thread. It also barred links
to any of the movie’s download sites in subsequent discussion threads.
[23] The marketing of in-game creativity had collided head-on with
the game’s demographics and success, which by then had brought many
young players to the WoW player community. Players responded
with arguments such as, "How can making an IN GAME movie with only
IN GAME animations, on a forum about THAT GAME be inappropriate?"
or took Blizzard’s side, “Let me go take Ken and Barbie at
Toys R Us and pose them in sexual ways, and say ‘But whoamygod~
their joints BEND that way so its not sexually suggestive or inappropriate
for us to advertise that way!!!’ Plus you're overlooking the simple
fact that there ARE forum rules prohibiting these things.” [24]
Pope conceded Blizzard’s right to some measure of control, but
questioned why it would renege on earlier support for his movie-making
project: "I understand that the forums and the game are not run by
the Constitution, but there needs to be a finer line IMO between that
and this. I do not want anarchy, but I also don't want censorship over
something that took what is already in game and just made it more provocative."
[25] Before the controversy ran out, two discussion
threads devoted to it had garnered nearly 800 replies and more than 200,000
views. [26] By acting as a lightning-rod for commentary
on the contested boundary between developer and player control of a complex,
multiplayer game world, Pope’s “Not Just Another Love Story”
demonstrated that game movies could function as a medium for public discussion
and negotiation of issues important to the player community.
While it is tempting to read the chronological sequence of these four
WoW movie projects as suggesting that MMO-based machinima may
break out of player culture to engage with more challenging stories and
themes, a sample of four projects representing barely 1% of the movies
collected by Warcraftmovies.com alone hardly constitutes a complete history
of this media phenomenon. It is clear even from such a preliminary survey,
however, that player-created game movies have provided the largest player
community ever assembled for a massively multiplayer game with a popular
and important outlet for creative expression and performance. I would
like to conclude by suggesting that further work is needed on the specific
contribution of game-based movies both as public performances and as media
objects to the formation and continuation of player communities. Whether
as creator, performer, collector, enunciator or spectator, the massive
participation of players in the creation of a game-based medium deserves
our careful attention. [27]
Endnotes [
back ]
[1. On the history of machinima: Henry Lowood, "High-Performance
Play: The Making of Machinima." To appear in: Videogames and
Art: Intersections and Interactions , ed. Andy Clarke and Grethe
Mitchell (eds.) (Intellect Books: 2005); Henry Lowood, "Real-Time
Performance: Machinima and Game Studies," The International Digital
Media and Arts Association Journal 1, no. 3 (Spring 2005): 10-17;
Michael Nitsche, “Film Live: An Excursion into Machinima”
in: Developing Interactive Narrative Content: sagas_sagasnet_reader,
ed. Brunhild Bushoff (Munich: High Text, 2005): 210-243]
[2. Henry Jenkins, “’Strangers No More, We Sing’: Filking
and the Social Construction of the Science Fiction Fan Community,”
pp. 208-236 in: Lisa A. Lewis, ed., The Adoring Audience: Fan Culture
and Popular Media (London and New York: Routledge, 1992): 208. See also
his Textual Poachers: Television Fans and Participatory Culture (London
and New York: Routledge, 1992).]
[2a. Henry Lowood, “It’s Not Easy Being Green”: Real-Time
Game Performance in Warcraft." To appear in: Videogame/Player/Text,
eds. Barry Atkins and Tanya Krzywinska. (Manchester Univ. Press, exp.
2006).]
[3. Dani Bunten Berry, “Game design memoir.” (n.d.) Retrieved
March 2005 from Dani Bunten Berry memorial site at http://www.anticlockwise.com/dani/personal/biz/memoir.htm]
[4. id Software, Corporate Website (20 Dec. 1996), retrieved June 2003
from the Internet Archive at 19961220085757/www.idsoftware.com/clans/index.html]
[5] K. Tam, “Warcraft 3 Reigns [sic] of Chaos F.A.Q & Walkthrough
for Warcraft 3 on PC” (3 March 2003). Online version 1.81 retrieved
March 2005 from http://db.gamefaqs.com/computer/doswin/file/warcraft_iii.txt]
[6. The few exceptions may be seen as proving the rule, in that they
have been produced not for player communities, but for other audiences,
such as the 4-minute “supplies and teh man” short in episode
4 of Pure Pwnage, based on the Zero Hour expansion of Command & Conquer:
Generals, the use of Rome: Total War in the BBC’s “Time Commanders”
television series, or even the game-based cinematics used by Blizzard
in some Warcraft III cutscenes and credits.]
[7. The discussion board of the site opened on 29 Sept. 2004. The Internet
Archive first captured the site on 9 Oct. 2004. Uzbeki, the administrator
of the site, began to send out announcements to message boards at the
beginning of the month, e.g., to the WoW Public Forum on Universal Realms,
"New: WoW movies site," 2 Oct. 2004, retrieved Sept. 2005 from
Google's cache of http://www.universalrealms.com/ShowPost.aspx?PostID=565;
Uzbeki, "subject: first =)", posted 4 Oct. 2004, retrieved Sept.
2005 from http://warcraftmovies.com/forum/viewtopic.php?p=6&highlight=#6]
[8] On the history of the Warcraft series, see: Henry Lowood, “It’s
Not Easy Being Green”: Real-Time Game Performance in Warcraft."
To appear in: Videogame/Player/Text, eds. Barry Atkins and Tanya Krzywinska.
(Manchester Univ. Press, exp. 2006)]
[9. Mute, “The World of Roguecraft – Episode 3” (August
2005)]
[10. E-mail from Laura "BahdKo" Herrmann to Henry Lowood (28
Jan. 2004)]
[11. “Welcome to the DOOM Honorific Titles!,” DOOM Honorofic
Titles website. URL: http://www-lce.eng.cam.ac.uk/~fms27/dht/dht5/#dht5]
[12.United Canadian Alliance website, retrieved Sept. 2005 from http://clanuca.ca/index.php?content=about&PHPSESSID=2383368b5ff886e3c04ba1f0f1baab7c>]
[13. One popular example is Bain Street Productions’ "Dance
Voldo, Dance" (1992), made in Soul Caliber. Bain Street Productions
website, retrieved Sept. 2005 at http://www.bainst.com/madness/voldo.html
]
[14. Monkey, “Ironforge Pwnage,” post dated 19 Jan. 2005
on the Cataclysm Forum, retrieved January 2005 from http://66.102.7.104/search?q=cache:gQkEnkYzDjUJ:www.phu-q.org/cataclysm/forum/viewtopic.php%3Ft%3D75%26sid%3Dd045346277625a0bb56bfd4f7254d63b+%22ironforge+bank%22+goon&hl=en]
[15. Redrum, post dated 17 Jan. 2005 to Warcraftmovies forum, retrieved
Sept. 2005 from http://www.warcraftmovies.com/movieview.php?id=296; Reffee,
post dated 9 Feb. 2005 to Warcraftmovies forum, retrieved Sept. 2005 from
http://www.warcraftmovies.com/movieview.php?id=296. Several Stanford students
have told me that they “rerolled” Undead Rogues after seeing
this movie for the first time.]
[16. Cf. Douglas Thomas, Hacker Culture (Minneapolis: Univ. of Minnesota
Press, 2002); Andy Kuo, “A (Very) Brief History of Cheating,”
STS 145 Papers Collection, retrieved Sept. 2005 at http://sul-dl-dlib2.stanford.edu/gsdl/collect/sts145/index/assoc/HASHfe5f.dir/doc.pdf]
[17. A character refers to “Leeeroy Dragons,” in Ultimate
Spider-Man #81, Aug. 2005, while a character in Guild Wars named Kilroy
Stoneskin yells his name while attracting the ire of every monster in
sight.]
[18. Paul Marino, 3D Game-Based Filmmaking: The Art of Machinima (Scottsdale:
Paraglyph, 2004): 2-3]
[19. Information about Pope and his movies at the Crafting Worlds website,
retrieved February to Sept. 2005 at http://www.craftingworlds.com/, and
"Interview with The Godfather," WarcraftMovies website, retrieved
Feb. 2005 from http:www.warcraftmovies.com.]
[20] "Videos," Crafting Worlds website, retrieved April 2005
from http://www.craftingworlds.com/videos.html.]
[21. Cf. Henry Jenkins, Textual Poachers]
[22. World of Warcraft 1.3 patch notes, retrieved May 2005 from http://www.worldofwarcraft.com/patchnotes/patch-05-07-04.html]
[23. See: Caydiem, "Subject: Re: Rated M for Mature: LOCKED Was
a good run!," posted 22 April 2005 to World of Warcraft General Discussion
Forum, retrieved May 2005 from http://forums.worldofwarcraft.com/]
[24. As argued in three posts by Necrotus,"Subject: Re: Rated M
for Mature …," all posted 22 April 2005 to World of Warcraft General Discussion Forum, retrieved May 2005 from http://forums.worldofwarcraft.com/.
Response by Fairon, dated 23 April 2005.]
[25. Tristanmon, "Subject: Rated M for Mature … ," posted
22 April 2005 to World of Warcraft General Discussion Forum, retrieved
May 2005 from http://forums.worldofwarcraft.com/]
[26. Crafting Worlds website, post dated 18 April 2005 by Tristan Pope
retrieved May 2005 from http://www.craftingworlds.com/videos.html]
[27. Important leads in this investigation will be provided by Howard
Becker’s notion of “art worlds” as a “collective
activity;” by John Fiske’s “cultural economy of fandom;”
and perhaps by Victor Turner’s concept of the “social drama”
as a performance space. See Howard S. Becker, Art Worlds (Berkeley and
Los Angeles: Univ. of California Press, 1982); John Fiske, “The
Cultural Economy of Fandom,” pp. 30-49 in: Lisa L. Lewis, ed., The
Adoring Audience: Fan Culture and Popular Media (London: Routledge, 1992);
Victor Turner, The Anthropology of Performance (New York: PAJ, 1986). |